
| baldwin the merciful | 
 
	
 
                
                
              
            
            Everyone manages to regroup about a half mile away, hearts are beating, blood is running and sweat is drenching the adventurers. Everyone still has there fingers, toes and beards. You actually see a thing game trail that leads back in a round about manner towards the hill that the alleged graveyard sits. You can see the hill in the distance you should be able to reach it about dusk.

| Aurora the Fairydragon | 
 
	
 
                
                
              
            
            "And whoever had the bright idea to parlay with a red dragon, and the even brighter idea to send me. I am a little amus-gueule for something like that. They have no honor, no sense of humor and the temper of a chelish hellknight trapped in a calistrean brothel for a decade!"

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            "....pant...wheeze...cough..."
Once able to catch his breath, Karnog grimaces, "Well, I was going to apologize for cutting and running just there, but it seems we all had the right idea. That thing just provoked sheer terror and I split without thinking. Thanks the all-father we are all okay."

| Grungsdi | 
 
	
 
                
                
              
            
            Bahahahaha...That was fantastic. One of these days we will kill it and that will be better!
Grung says puffing and he takes out his everful mug and has some beer

| baldwin the merciful | 
 
	
 
                
                
              
            
            14d10. Yeah, that thing could just one shot the whole party.
The fact that I rolled 95 HP of damage to the ogres was wicked. As Grung said "One of these days..." You certainly have stories tell and songs to sing about the next time you're with merchants or in town.
Back to the main event...Onward to The Graveyard!

| Kalim Gudlavaletti | 
 
	
 
                
                
              
            
            Previously, on The Short Swords ...
"Karnog worships Torag, a god of dwarves. In my home country, many say there are no gods. This is foolish. Clearly, Karnog gets his power from a very powerful god indeed. There are many gods, though ...gods of nature, gods of love, gods of war, gods of hate. Some seem to care for life, others disregard it. I do not worship any of them, because even they cannot match the unbridled power that comes from ...The Void. If we as sapient beings are to live and strive, we must protect ourselves from the horrors beyond space. But this is religion perhaps not the most helpful teachings I could give.
"I will say this. Some, like Malcolm here, say Karnog and I are foolish for helping you. He thinks all orcs are like Daarog, the accursed. But Daarog's way was not the orc way. It was only Daarog's way. Each of you, adult and child, must decide what is your way. Will you work to help each other and other living beings or will you work to hurt?
"Defy those that say 'no.' Show that orc-kind are no less than man or elf or dwarf. Question authority and be ready to examine your own hearts and minds. Laws or traditions can be helpful, or unjust. It is each of us who must decide our own path. This is not something we can give you; it is in your hands."

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Karnog helps translate, word for word when able.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Back to the present...
After spending 20 minutes or so catching your breath and grabbing a quick bite to eat and drink, you start down the winding game trail. YOu ascend the last hill as the sun begins to set.
You crest the last hill and finally the complex comes into view. In stark contrast to the lush greenery of the hills lies a large sunken graveyard laid out in the shape of a cross. Rather than towering above the ground, the graves have settled into depressions, and the main mausoleum, a building of strange green stone, rests in the deepest depression some 40 ft. below the ground on which you now stand. At the other end of the grave-filled hollow stands what appears to be a stone well. There are no gravestones near it. The normal sounds of wildlife are gone, and large carrion birds circle overhead. An ominous silence rests about the place. Each of you knows in your heart that you have found the legendary dungeon of Rappan Athuk. And though none dare speak it, you wonder if you will live to return to the warmth of hearth and home.

| Grungsdi | 
 
	
 
                
                
              
            
            Well lets move. Should we check that well before we go inside?

| baldwin the merciful | 
 
	
 
                
                
              
            
            Perception checks:
des: 1d20 + 10 ⇒ (4) + 10 = 14
Kalim: 1d20 + 2 ⇒ (1) + 2 = 3
malcolm: 1d20 + 4 ⇒ (2) + 4 = 6
grung: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Feli: 1d20 + 12 ⇒ (5) + 12 = 17
Aurora: 1d20 + 12 ⇒ (12) + 12 = 24
karnog: 1d20 + 12 ⇒ (14) + 12 = 26
The group descends into the graveyard. Des takes point and walks over near some tombstones. He notices a few epitaph's, which he begins to read out loud:
Here lies Edmond Courtroul,
His Luck Ran Out Before He Did
Here lies Cheragh Ali, And there lies
Cheragh Ali, And there . . .
Kerion “Guppy” D’Archangeli,
How Big Was that Thing?
Ralph Kelleners,
NEVER SWIM UNDERGROUND
Meanwhile several other fan out and let the dwarves look at the Well proper.
The finely crafted artwork of the well is diminished only by the horrific images of demons, devils, and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces empty of these carvings. Anyone gazing down inside sees large, grooved scratches along the interior stones, as if something tried to claw its way up the sides. From your point of view the bottom lays at least 90 feet from the surface, given the dimming daylight and your darkvision limitations.

| baldwin the merciful | 
 
	
 
                
                
              
            
            I'll use your roll Malcolm, we were posting nearly at the same time.
You see several humanoid creatures with long, sharp teeth, and pallid flesh that is stretched tightly over its starved frame amble from near the graves.
I'll roll out initiatives. Anyone with knowledge religion make a check.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            1d20 + 7 ⇒ (11) + 7 = 18 know: religion

| baldwin the merciful | 
 
	
 
                
                
              
            
            You see there are both undead ghouls and ghasts approaching. The ghouls are the yellow and red haloes. the ghasts are the purple.
Ghasts have paralyzing touch and ghoul fever. They are a deadlier version of their kindred. They have a nasty stench.
Ghouls carry ghoul fever and paralyis. If you die you are raised as a ghoul.
Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RA:
Karnog: 1d20 + 1 ⇒ (15) + 1 = 16
Kalim: 1d20 + 2 ⇒ (20) + 2 = 22
Malcolm: 1d20 + 2 ⇒ (16) + 2 = 18
Grung: 1d20 + 2 ⇒ (5) + 2 = 7
Feli: 1d20 + 4 ⇒ (19) + 4 = 23
Desmond: 1d20 + 5 ⇒ (17) + 5 = 22
red, ghoul: 1d20 + 2 ⇒ (1) + 2 = 3
Yellow, ghoul: 1d20 + 2 ⇒ (12) + 2 = 14
purple, ghast: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative:
Feli
Des
Kalim
Malcolm
Karnog
yellow, ghouls
purple, ghasts
Grung
red, ghoul
The RD 1 map is posted in the previous post.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            "The three directly south are the most dangerous. Beware their claws, they can paralyze you and do some serious damage!"

| baldwin the merciful | 

| Felicitas Sweetfingers | 
 
	
 
                
                
              
            
            Counting her enemys felicats starts weaving a spell: all humanoids feel faster.haste after weaving her spell she starts to sing.Inspire courage+2
The followers of Sarenrea
Here through the tombs
I wander
Through this black place
I ponder
The edge of our mighty swords
Did clash
Fallen by our axes
skulls smashed
Glory and fame
Duty is our name
Souls full of thunder
Hearts of steel
Killers of undead
aside warriors friend
Sworn to avenge our fallen brothers
To the end...
One day too
I may fall
I will enter Saranrea's Hall
I will die scimitar in hand
My name and my deeds will
Scorch the land
Glory and fame!
Duty is our name.
Soul full of thunder!
Hearts of steel
Killers of undead
aside warriors friend
Sworn to protect the living
Follower of the gods
today we shall die
Open Elysium's door
Let the battle begin
with blades in the wind
Hail Gods of Light

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Karnog moves towards the group to the west, hammer ready and buckler on.
1d20 + 10 ⇒ (14) + 10 = 24 readied attack; 1d8 + 4 ⇒ (2) + 4 = 6 damage
Current AC 28 w/ Barkskin & haste

| Malcolm Cavendish | 
 
	
 
                
                
              
            
            Round 1, Power of Faith 1/10 Rounds
Malcolm will activate his Power of Faith granting everyone within 30 feet of him a +1 to AC, Att, Dam and Saves Against Fear for 1 Minute.
Abadar, bathe us in your light!

| baldwin the merciful | 

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 1: Yellow ghouls
The three ghouls near Karnog converge on the dwarf flesh, eager to feed. One (-N,5) take a hit from the dwarf as it gets in range but the creature steadies itself and attacks. Two manage to flank their meal.
-N,5, bite: 1d20 + 3 ⇒ (14) + 3 = 17;damage: 1d6 + 1 ⇒ (4) + 1 = 5
plus diesease and paralysis DC 13 fort saves each
-p,5, bite, flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8;damage: 1d6 + 1 ⇒ (5) + 1 = 6
plus diesease and paralysis DC 13 fort saves each
-N,7, bite, flank: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6;damage: 1d6 + 1 ⇒ (4) + 1 = 5
plus diesease and paralysis DC 13 fort saves each
the attacks fail miserably

| baldwin the merciful | 
 
	
 
                
                
              
            
            Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.

| Grungsdi | 
 
	
 
                
                
              
            
            Comin brother!
Grung moves to Karnog's aid and slams Croaker down on the creatures skull
Croaker: 1d20 + 13 - 2 + 1 ⇒ (11) + 13 - 2 + 1 = 23 for 1d10 + 7 + 4 + 1 ⇒ (1) + 7 + 4 + 1 = 13 +1 vs Monstrous Humanoid of Magical Creatures
AC 30

| Grungsdi | 
 
	
 
                
                
              
            
            This is a fantastic day! Beer dragons destruction!

| Desmond Aeros | 
 
	
 
                
                
              
            
            Holy 27 new posts.
Desmond charges one of the standing creatures on the right, bringing his blade down.
Attack: 1d20 + 13 + 2 + 1 ⇒ (11) + 13 + 2 + 1 = 27
Damage: 1d6 + 1 + 4d6 ⇒ (6) + 1 + (3, 1, 6, 4) = 21
Charging to O3.

| baldwin the merciful | 

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 1: Red Ghouls
The remaining ghouls converge on the less fortified side of battle.
Malcolm
-O,10, bite: 1d20 + 3 ⇒ (3) + 3 = 6;dam: 1d6 + 1 ⇒ (3) + 1 = 4
Fort DC 13 paralysis, and fever
Miss
Feli:
-P,12, bite: 1d20 + 3 ⇒ (7) + 3 = 10;dam: 1d6 + 1 ⇒ (3) + 1 = 4
2 saves Fort DC 13 paralysis, and fever
-Q,12, bite: 1d20 + 3 ⇒ (1) + 3 = 4;dam: 1d6 + 1 ⇒ (3) + 1 = 4
2 saves Fort DC 13 paralysis, and fever
Both attacks miss

| Desmond Aeros | 
 
	
 
                
                
              
            
            Desmond moves around to set up a flank with Karnog, then cuts at the next creature.
Attack: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Damage: 1d6 + 1 + 4d6 ⇒ (6) + 1 + (6, 3, 6, 2) = 24

| Grungsdi | 
 
	
 
                
                
              
            
            Grund will step to O-9 and lay into the beast there
Croaker: 1d20 + 13 - 2 + 1 ⇒ (3) + 13 - 2 + 1 = 15 for 1d10 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1 = 15 +1 vs Monstrous Humanoid of Magical Creatures 
Croaker: 1d20 + 8 - 2 + 1 ⇒ (16) + 8 - 2 + 1 = 23 for 1d10 + 7 + 4 + 1 ⇒ (9) + 7 + 4 + 1 = 21 +1 vs Monstrous Humanoid of Magical Creatures

| baldwin the merciful | 
 
	
 
                
                
              
            
            Feli steps back and casts invisibility on herself, while her companion casts grease.
It helps if you can put up the save and DC when you cast a spell.
reflex: 1d20 + 2 ⇒ (16) + 2 = 18
reflex: 1d20 + 2 ⇒ (17) + 2 = 19
DC 14
Both ghouls make their saves.
-----
Des moves over and flanks with karnog then he hacks the ghoul down.
Grung I don't know if Malcolm will attack the ghoul that want to attack, especially since Aurora put a grease field in Malcolm's next closest target.
 
	
 
     
     
    